Пример #1
0
    IEnumerator MoveToPosition(List <string> list)
    {
        GameObject aimGameObject = GameObject.Find(list[0]);

        Quaternion qua1 = transform.rotation;

        transform.LookAt(aimGameObject.transform);
        Quaternion qua2 = transform.rotation;

        transform.rotation = qua1;
        StartCoroutine(SlerpToQua(qua2));

        MapManagerScript.ShowBuilding(localPosition);
        localPosition = list[0];
        MapManagerScript.HidBuilding(localPosition);
        while (transform.localPosition != aimGameObject.transform.position)
        {
            transform.localPosition = Vector3.MoveTowards(transform.localPosition, aimGameObject.transform.position, 3 * Time.deltaTime);
            yield return(0);
        }
        if (list.Count > 1)
        {
            list.RemoveAt(0);
            StartCoroutine(MoveToPosition(list));
        }
        else
        {
            characterAnimator.SetBool("IsRun", false);
            StartCoroutine(SlerpToQua(Quaternion.Euler(new Vector3(0, 180, 0))));
            StaticScript.lockMouse = false;
        }
    }
Пример #2
0
 // Start is called before the first frame update
 void Start()
 {
     _map     = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();
     _state   = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>();
     _builder = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderScript>();
     _camera  = GameObject.FindGameObjectWithTag(Constants.TAG_MAIN_CAMERA).GetComponent <CameraMoverScript>();
 }
Пример #3
0
    void Start()
    {
        // Check spawn points exist
        if (spawnPoints.Length == 0)
        {
            Debug.LogError("No spawn points referenced.");
        }

        // Get map manager
        GameObject managerObject = GameObject.Find("Manager");

        if (managerObject != null)
        {
            mapManager = managerObject.GetComponent <MapManagerScript>();
            scaler     = managerObject.GetComponent <GameController>();
        }
        if (managerObject == null)
        {
            Debug.Log("Cannot find 'Manager' script");
        }

        setPlayer(scaler.getNumOfPLayers());
        waveCountdown  = timeBetweenWaves;
        wavesCompleted = false;
    }
    // Start is called before the first frame update
    void Start()
    {
        _cBuilder = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderScript>();
        _tBuilder = GameObject.FindGameObjectWithTag(Constants.TAG_TILE_BUILDER).GetComponent <TileBuilderScript>();
        _camera   = GameObject.FindGameObjectWithTag(Constants.TAG_MAIN_CAMERA).GetComponent <CameraMoverScript>();
        _map      = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();

        UpdateWaveInfoText();
    }
    // Start is called before the first frame update
    void Start()
    {
        _map       = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();
        _state     = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>();
        _animation = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderMouseAnimation>();
        _camera    = GetComponent <Camera>();

        INITIALSIZE = (_map._chunkHeightAndWidth / 2f) + 1;
        Debug.Log(INITIALSIZE);

        targetZoom = INITIALSIZE;
        SetInitialPosition();
    }
Пример #6
0
 void Awake()
 {
     //Check if instance already exists, if not, set instance to this
     if (instance == null)
     {
         instance = this;
     }
     //If instance already exists and it's not this, destroy this, enforcing the singleton pattern
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     //Sets this to not be destroyed when reloading scene
     DontDestroyOnLoad(gameObject);
     InitGame();
 }
Пример #7
0
    // Use this for initialization
    void Start()
    {
        keyScript         = gameObject.AddComponent <KeyScript>();
        tileManagerScript = gameObject.AddComponent <TileManagerScript>();
        mapManagerScript  = gameObject.AddComponent <MapManagerScript>();
        controllScript    = gameObject.AddComponent <ControllScript>();

        controllScript.enabled = false;
        keyScript.LoadKey();
        if (!mapManagerScript.IsDataFile("/mapki.dat"))
        {
            SaveMapsScript s = gameObject.AddComponent <SaveMapsScript>();
            mapManagerScript.LoadMaps(s.PrepareData());
        }
        else
        {
            mapManagerScript.LoadMaps("/mapki.dat");
        }

        buttonAction action = SetUpGame;

        gameMenuScript.SetUpLevelButtons(action);
        gameMenuScript.UpdateLevelButtons(keyScript.GetKeyValue());
    }
Пример #8
0
 // Start is called before the first frame update
 void Start()
 {
     _map = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();
     _cam = GameObject.FindGameObjectWithTag(Constants.TAG_MAIN_CAMERA).GetComponent <Camera>();
 }
Пример #9
0
    public void carFinished()
    {
        List <int> path;
        int        startId;
        int        endId;

        startId = UnityEngine.Random.Range(0, verticesPositions.Count);
        do
        {
            endId = UnityEngine.Random.Range(0, verticesPositions.Count);
        } while (startId.Equals(endId));

        path = g.shortest_path(startId, endId);


        if (path == null)
        {
            Debug.Log("Path is null?");
        }
        else
        {
            //Debug.Log("Points: " + startId + " -> " + endId);
            //Debug.Log("Path: ");
            path.Add(startId);
            path.Reverse();
        }

        List <Vector3> pathForCar = new List <Vector3>();

        Vector3[] help;
        //pathForCar.Add(verticesPositions[path[0]]);
        help = MapManagerScript.getCrossingAtIndex(path[0]).getPathForCrossing(path[1], path[1]);
        foreach (Vector3 v in help)
        {
            pathForCar.Add(v);
        }
        pathForCar.RemoveAt(pathForCar.Count - 1);
        for (int i = 1; i < path.Count - 1; i++)
        {
            //pathForCar.Add(verticesPositions[path[i]]);
            help = MapManagerScript.getCrossingAtIndex(path[i]).getPathForCrossing(path[i - 1], path[i + 1]);
            foreach (Vector3 v in help)
            {
                pathForCar.Add(v);
            }
            pathForCar.RemoveAt(pathForCar.Count - 1);
        }
        if (pathForCar.Count > 5)
        {
            for (int h = 0; h < 5; h++)
            {
                pathForCar.RemoveAt(pathForCar.Count - 1);
            }

            /*for (int j = 0; j < pathForCar.Count; j++)
             * {
             *      Instantiate(Vertex, pathForCar[j], Quaternion.identity);
             * }*/
            //Debug.Log (pathForCar.Count);
            GameObject instance = (Instantiate(car, pathForCar[0], Quaternion.identity) as GameObject).GetComponent <CarScript>().SetUp(pathForCar, this);
        }
        else
        {
            carFinished();
        }
    }
Пример #10
0
 // Start is called before the first frame update
 void Start()
 {
     _map          = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();
     _stateManager = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>();
 }